#version 460
#extension GL_NV_ray_tracing : require
#extension GL_GOOGLE_include_directive : enable
#include <light.h>
#include "rt-shdr-common.h"
#ifdef _RT_INTERSECTION_
#extension GL_EXT_nonuniform_qualifier : enable
void
main()
{
const uint ii = gl_InstanceID;
RT_Uni_Per_Instance upi = uni_per_instane_a[ii];
const int sphere_idx = gl_PrimitiveID;
vec4 pos_rad = pos[ii].pos[sphere_idx];
float rad = pos_rad.w;
vec3 c_o = pos_rad.xyz; vec3 vrc = c_o - gl_ObjectRayOriginNV;
float vrc_sq = dot(vrc,vrc);
float dot_r_rc = dot(gl_ObjectRayDirectionNV,vrc);
float vr_sq = dot(gl_ObjectRayDirectionNV,gl_ObjectRayDirectionNV);
float dist_sq_min = vrc_sq - dot_r_rc * dot_r_rc / vr_sq;
if ( dist_sq_min > rad ) return;
float qa = vr_sq;
float qb = -2 * dot(vrc,gl_ObjectRayDirectionNV);
float qc = vrc_sq - rad * rad;
float radical = qb * qb - 4 * qa * qc;
if ( radical < 0 ) return;
float rsq = sqrt(radical);
float t0 = (-qb - rsq) / ( 2 * qa );
float t1 = (-qb + rsq) / ( 2 * qa );
bool outside = t0 >= gl_RayTminNV;
float t = outside ? t0 : t1;
if ( t < gl_RayTminNV ) return;
uint hit_kind = outside
? gl_HitKindFrontFacingTriangleEXT : gl_HitKindBackFacingTriangleEXT;
reportIntersectionNV( t, hit_kind );
}
#endif
#ifdef _RT_CLOSEST_HIT_
#extension GL_EXT_nonuniform_qualifier : enable
layout(location = 0) rayPayloadInNV vec3 rp_color;
layout(location = 2) rayPayloadNV bool rp_shadowed;
vec4 generic_lighting(vec4 vertex_e, vec4 color, vec3 normal_er);
vec4 homogenize(vec4 uh) { return uh / uh.w; }
void main()
{
const uint ii = gl_InstanceID;
const int sphere_idx = gl_PrimitiveID;
RT_Uni_Per_Instance upi = uni_per_instane_a[ii];
const bool do_lighting = true;
# define MIX(a) ( a[ii].a[sphere_idx] )
vec4 vertex_g =
vec4(gl_WorldRayOriginNV + gl_WorldRayDirectionNV * gl_HitTNV,1);
vec4 vertex_o =
vec4(gl_ObjectRayOriginNV + gl_ObjectRayDirectionNV * gl_HitTNV,1);
vec4 pos_rad = MIX(pos);
float rad = pos_rad.w;
vec3 c_o = pos_rad.xyz;
const bool per_vtx_color = bool( upi.in_usage & USAGE_BVEC_COLOR );
vec4 color_front, color_back;
if ( per_vtx_color )
{
color_back = color_front = MIX(color);
}
else
{
color_front = upi.color_front;
color_back = upi.color_back;
}
const bool front_facing = gl_HitKindNV == gl_HitKindFrontFacingTriangleEXT;
const vec4 color = front_facing ? color_front : color_back;
vec3 c;
vec4 vertex_e = ut.mv * vertex_g;
vec3 normal_o = vertex_o.xyz - c_o.xyz;
if ( do_lighting )
{
vec3 normal_g = mat3(gl_ObjectToWorldNV) * normal_o;
vec3 normal_e = mat3(ut.mv) * normal_g;
c = generic_lighting(vertex_e,color,normal_e).xyz;
}
else
{
c = color.rgb;
}
bool use_texture = !opt_tryout1
&& bool( upi.in_usage & USAGE_BVEC_SAMPLER );
bool use_rot = bool( upi.in_usage & USAGE_BVEC_ROT );
if ( use_texture )
{
vec3 c_g = vec3( mat4(gl_ObjectToWorldNV) * vec4(c_o,1) );
vec3 normal_g = vertex_g.xyz - c_g;
vec3 sur_l = normal_o;
if ( !opt_tryout2 && use_rot ) sur_l = transpose(mat3(MIX(rot))) * sur_l;
sur_l = normalize(sur_l);
float pi = 3.14159265359;
float tpi = 2 * pi;
float theta = atan(sur_l.x,sur_l.z);
float eta = acos(sur_l.y);
vec2 tcoord = vec2( ( 1.5f * pi + theta ) / tpi, eta / pi );
float dang = 0.01;
float sin_dang = dang;
float cos_dang = sqrt(1-sin_dang*sin_dang);
mat3 rot_th =
mat3( vec3( cos_dang, 0, sin_dang ),
vec3( 0, 1, 0 ),
vec3( -sin_dang, 0, cos_dang ) );
mat3 rot_et =
mat3( vec3( cos_dang, sin_dang, 0 ),
vec3( -sin_dang, cos_dang, 0 ),
vec3( 0, 0 , 1 ) );
vec2 win_dim_px = gl_LaunchSizeNV.xy;
vec2 tex_dim_px = textureSize(textureSamplers[ii],0);
vec3 norm_g1 = rot_th * normal_g;
vec3 norm_g2 = rot_et * normal_g;
vec4 vtx_g1 = vec4( c_g + norm_g1, 1 );
vec4 vtx_g2 = vec4( c_g + norm_g2, 1 );
vec2 vtx_c = homogenize( ut.mvp * vertex_g ).xy;
vec2 vtx_c1 = homogenize( ut.mvp * vtx_g1 ).xy;
vec2 vtx_c2 = homogenize( ut.mvp * vtx_g2 ).xy;
vec2 vtx_p = 0.5f * win_dim_px * vtx_c.xy;
vec2 vtx_p1 = 0.5f * win_dim_px * vtx_c1;
vec2 vtx_p2 = 0.5f * win_dim_px * vtx_c2;
float dist_1_p = distance(vtx_p,vtx_p1);
float dist_2_p = distance(vtx_p,vtx_p2);
float dist_tex_1_t = tex_dim_px.x * dang / tpi;
float dist_tex_2_t = tex_dim_px.y * dang / pi;
float scale = dist_1_p > dist_2_p
? dist_tex_1_t / dist_1_p : dist_tex_2_t / dist_2_p;
float lod = log2(scale);
c *= textureLod(textureSamplers[ii], tcoord, lod).xyz;
}
rp_shadowed = true;
vec4 light_g = ut.mvi * ul.cgl_LightSource[0].position;
vec3 vtx_to_light_g = light_g.xyz - vertex_g.xyz;
float dist_min = 0.001; float tmin = dist_min / length(vtx_to_light_g);
float tmax = 1.0;
traceNV
( topLevelAS,
gl_RayFlagsTerminateOnFirstHitNV
| gl_RayFlagsOpaqueNV | gl_RayFlagsSkipClosestHitShaderNV,
0xfe, 0 ,
0 ,
1 ,
vertex_g.xyz,
tmin, vtx_to_light_g, tmax, 2 );
rp_color = c;
if ( rp_shadowed ) rp_color *= 0.3f;
}
#endif
#if 1
vec4
generic_lighting(vec4 vertex_e, vec4 color, vec3 normal_er)
{
#ifdef LIGHTING_SPECULAR
const bool specular_lighting = true;
#else
const bool specular_lighting = false;
#endif
vec3 nspc_color = color.rgb * ul.cgl_LightModel.ambient.rgb;
vec3 spec_color = vec3(0);
vec3 v_vtx_eye = -vertex_e.xyz;
float n_er_eye = dot(v_vtx_eye,normal_er);
vec3 normal_ef = n_er_eye < 0 ? -normal_er : normal_er;
vec3 normal_e = normalize(normal_ef);
for ( int i=0; i<1; i++ )
{
vec4 light_pos = ul.cgl_LightSource[i].position;
vec3 v_vtx_light = light_pos.xyz - vertex_e.xyz;
float dist = length(v_vtx_light);
float dist_vl_inv = 1.0f / dist;
vec3 v_vtx_l_n = v_vtx_light * dist_vl_inv;
float d_n_vl = dot(normal_e, v_vtx_l_n);
float phase_light = max(0, d_n_vl );
vec3 ambient_light = ul.cgl_LightSource[i].ambient.rgb;
vec3 diffuse_light = ul.cgl_LightSource[i].diffuse.rgb;
float distsq = dist * dist;
float atten_inv =
ul.cgl_LightSource[i].constantAttenuation +
ul.cgl_LightSource[i].linearAttenuation * dist +
ul.cgl_LightSource[i].quadraticAttenuation * distsq;
vec3 lighted_color =
color.rgb
* ( ambient_light + phase_light * diffuse_light ) / atten_inv;
nspc_color += lighted_color;
if ( !specular_lighting ) continue;
vec3 h = normalize( v_vtx_l_n - normalize(vertex_e.xyz) );
spec_color +=
pow(max(0.0,dot(normal_e,h)),16)
* color.rgb
* ul.cgl_LightSource[i].specular.rgb / atten_inv;
}
return vec4(nspc_color+spec_color,1);
}
#endif